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Does any Dark Eldar players use warp beasts?
If so what do you use them for and what effect do they have?
I can't find much use for them in any match so far.
Azzarath The Soul Keeper - Archon of the Soul Stealers
"Fetch me another play thing. This one seems to have broken"
Urien Rakarth, Master Haemonculus
Warp beasts are one DE's few hard counter to hordes (though i'd be careful of orks). 75 points for a full unit that dish out an awfully high number of attacks at the WS and S required ot eat guardsmen and orks makes them fantastic value - not to mention their high speed for somethnig that doesn't fly.
If your playing just for fun they can be nice, but in competetive games 5th edition basically turned them into a free killpoint for your opponent, which sucks because in 4th they were in every list I used.
Plus Warp Beasts almost always require a Webway Portal to charge out of given their low Toughness and (even for Dark Eldar!) shoddy save.
I generally use their speed to supplement my Warriors in assault, because they can get real squishy due to return attacks.
But it ends up pretty much how Gardeth put it. We're already throwing tons of KP out there because of Raiders, and the Warp Beasts are a really easy KP.
Plus, IMO, the models suck. I converted a bunch out of genestealers (which look awesome!)
In a 4th edition Kabal list I used them mostly as a counter-charging unit to foot slogging Warrior squads. I often positioned them in front of or behind a wwp warrior squad in order to keep infiltrators or fast infantry off them. In Wych Cult lists I often used them as a distraction unit that was probably considered a “suicide” squad – I just hurled them at the enemy without regard to their survival. All in all they were actually more effective the more I blitzed them. What made them effective in 4th that isn’t available in 5th is the tactic of “clipping” the enemy squad. Warp beasts could come in contact with only a couple marines, kill them or reduce the amount marines fighting back without engaging the entire squad. Now, you can’t do that.
In 5th they have become a liability in kill point games – too much so that it out weighs their usefulness in the other 2/3 of the missions. They are extremely “squishy” and not that hard to shoot to death now that “true-line-of-sight” means they can be a target on turn 1. And as far as the opponents are concerned target priority is still the same – opponents still “freak” when they see jetbikes, talos and warp beasts and they tend to always get shot first.
As for my actual experience using them in 5th I did try using them and they did “so-so”. I used 2 of them and one squad actually made it into assault (only losing 1 of them the turn before they charged) and killed maybe 2 or 3 marines. They did get destroyed the following turn but they did tie up the marines for a turn until a wych squad got close enough to counter charge. The other warp beast squad didn’t fare so well and even though they were placed in cover they died in 2 turns of shooting and were lost.
So now I do use “distraction” units in my Raider Rush style lists however even though the warp beasts are one of the cheapest squads available and the opponent does divert a lot of fire to them rather than other important squads – they do not last long enough to maintain a threat for more than turn. Bikes and the Talos tend to do this better and still have a good chance of surviving the first turn of shooting – this first turn is critical to the effectiveness of the other rushing units in getting closer to the enemy. If the distraction units cannot distract for more than a turn then the rush has a good chance of falling short with the fire now being diverted to the warrior/wych carrying raiders.
Sure you can make them work but until they allow us to put them on Raiders I will be not using them any time soon (imagine putting them on a raider, pure genius!).
"On a hunch, I melted them down and inhaled the fumes and read the dark eldar codex again, AND FOUND A BUNCH OF NEW RULES HIDDEN BEHIND THE OTHER WORDS..." [Gardeth on modelling & interpreting the DE Codex]
My experience was similar though I used only one squad in a low points game. It was shot up and only the Beastmaster made it to CC.
I believe they are stilll a useful countercharge squad because they use cavalry charge rules and are fleet, making them extremely fast on the table. So if you are dealing with flankers you can use them to tie them up for a turn or so once they come on the table... since flankers are reserve units this can take them out of the game entirely with a little luck as they are already coming in late.
I use them as a support unit when my raider squads and haemonculus' disembark, they are quick enough to stay reasonably intouch with the raiders and can be useful for tieing up nearby / threatening units (even if only for 1 turn), which as an added bonus often blocks LOS to the now vunerable raider squad, preventing nasty return fire from my opponent.
Last edited by stwess; April 2nd, 2009 at 19:43. Reason: spelling
Flesh Hounds are no longer available to CSM players, only demons, who obviously don't need transports
So most players relegate Warp Beasts to the role of paperweights?
Lets hope that the new Dex brings them some lovin’.
In a controversy the instant we feel anger we have already ceased striving for the truth, and have begun striving for ourselves.